ActionScript 3.0 :: Clearing The Stage (in Preparation For The Next Level)?
Dec 29, 2009
I'm trying to clear the stage of all objects on there, so that I can show the next part of the game (albeit in a new frame, or by adding new MCs onto the stage).Basically, I have a loop checking to see whether or not the player has reached the end of the current level, as well as checking if the stage has been cleared yet:
OK this has been a process but i have gotten to the point where i am calling a feedback image for the different categories, I just need to clear the foodfeedback and artfeedback children when music is pressed and the same for the others
As part of a very large project, I want the ability to set stage level event Listeners.
This works very easily with MouseEvent s but I can not seem to get it to run properly with KeyboardEvents. Having google'd this issue I have found very little on the subject. Mostly noobish type questions of syntax and so forth, but I have seen comment of people claiming to have it work for them.
To ensure no issues with any other code, I have made a blank project and blank .as file, with only the event listener code:
[Code]....
Click events are always captured and traced correctly, without fail. Pressing keys appears to do nothing. If however you mash the keyboards very very quickly, one or two key events will trigger sporadically.
on my journey in creating a tile based grid. i came across on the second line and the 3rd argument. ( the depth leve of the movieclip.
++ d now i didnt think this was possible. I would like to know what the d stands for as does not appear in blue. so does not appear to be a inbuilt command. I mean i normally use this.getNexthighest depth.
I'm working on a game. I want it to attach a different level to the stage depending on what value a 2 variables are, but I keep getting Type Mismatch, or it doesn't work.
Code:
_root.attachMovie(PROBLEM IS HERE,"map"+mapSwitch,_root.getNextHighestDepth());
The current linkages are 00 (0x, 0y), and -10 (-1x, 0y). They are comprised of 2 variables, the first one is xmap, and the second is ymap. I want to be able to combine the 2 variables and then attach the clip with that linkage to the stage.
For a game where I have a different level on a screen how do I do this? Do I need to erase the stage and place a new level on it or is there a wat to have another stage?
I'm creating a game, here is a screenshot: I'm trying to implement a scene system in an easy way (I'm a beginner). In this tutorial the author adds scenes as movie clip. So I tried making a movie clip with action script export name the same as my main .as file. When I add it to the scene manually, dragging and dropping from the library, it works. But when I try adding it from a new starting .as file, I get a #1009 error. Adding a test movie clip with the same code works.
i've got a MC named 'enterBtn', i want the volume of 'crowd.wav' to increase when the mouse moves towards 'enterBtn' and decrease when moving away. i don't know if this helps, but the co-ordinates of enterBtn are x =530, y = 344.
I can't seem to unload a movie, I've tried every possible actionscript code and still it won't go away. My objective is to run in the main stage a sub menu and for that I've done sub pages each one with a previous and next button (inside the movie that will be loaded), and that's the catch. I can't put the loadMovieNum in 0 level because it would replace the main stage. So I'm trying to do on the button:
on (release) { unloadMovieNum(1); // it was loaded into level 1 loadMovieNum("new_item.swf",1); // he overlays both movies with transparency }
Is there anyway to remove the actual movie and replace it with the new one?
I have two layers in my FLA both with empty movie clips as follows:In mc_Empty1, I attach a faded background movieclip as I wait for mc_Empty2 to load a SWF. Once the SWF is loaded into mc_Empty2, I want to remove the faded background movieclip from mc_Empty1. When I load the SWF from the main timeline, the onLoad() function works and removes the faded background from mc_Empty1. However, when I load the SWF from mc_target, the SWF loads, but the onLoad() function does not. Here's my AS2 code:
//Loading SWF from main timeline mc_Empty1.attachMovie("mcFadedBg", "mc_FadedBg", 1); mc_Empty2.loadMovie("My.swf");mc_Empty2.onLoad = function():Void{ trace("loaded"); //This works removeMovieClip(mc_Empty1.mc_FadedBg); //This works}
[code]....
I know I'm targeting properly because the SWF loads as it should, but the onLoad() function does not.
This is making me a little kooky today. I thought I could defined a library path in PREFERENCES > ACTIONSCRIPT > ACTIONSCRIPT 3.0 SETTINGS then that library would be available to all AS3 FLA files, but that doesn't seem to work for me. If I use the PUBLISH SETTINGS and define the library path everything is fine.
Is there something that I could have done to disable the application level class path functionality? I guess I'm trying avoid having to set the library path for every new FLA I'm making.
I'm doing a bigger aplication in flash (as2).Image, there is a main "home" flash with several menu buttons.Clicking these buttons, I load external swf into an empty container in this "home" flash.[code]clicking buttons in this second level, will load external movies into an empty container in this SECOND LEVEL swf.This works fine, but now, coming to the THIRD LEVEL (don't think there will be more in the future) problems come up, some scripts won't work.Now (I'm a as2-beginner) I think, loading external swf ALLWAYS into containers in the first "Home" flash should solve the problem.But I don't know, how to load an swf from the third level into a container in the first "home" level.In the "home" level, I have a "close" button, that will unload the container content.I need to go to a certain scene "content_2" in the home swf, too.
i have game im doing, and i want it to jump to level 2 upon completing the first level, but the problem is, the level 2 is a seperate swf, i've tried to use
I have a file1.swf which loads file2.swf into it. Within file2.swf i have a button that when clicked needs to remove file2.swf and load file3.swf into its place.
I have a movie that's 500x400 px in level 0 and has lots of thumbnails with pictures that I want to open. the thumbnails open a 500x400 px movie above the other but on level 1. the problem is that when the new movie loads on level 1, the thumbnails on level 0 (that are now hidden by the new movie) are still active, and if i click anywere in the movie on level 1, it trigger an action from level 0. Is it possible to load a movie to level 1 that deactivates the movie in level 0 without unloading it?
AS3 noobie here..So i am trying to load external SWFs into a DisplayObjectContainer.When i re-instantiate the Loader object it won't clear the old SWF.basically, in this version, i've resorted to adding a new containerover the old one (very bad, i know). I'd love to know how to solvethis issue properly.[code]...
I have built a flex application which has a "main" project and it is assosciated with a few RSL's which are loaded and cached once i run my "main" application. The problem i am facing is that the newer versions of my RSL's are not being loaded as the cache holds the older version of my RSL and execxutes the same. Each time i have got to clear the cache to execute the new version of my RSL's, which is irritating.
I have a website that is currently all flash-based. Unfortunately if you return to that website, it won't change a thing until you delete your temporary internet files, being that it is flash. So for every update, I have a new .swf file ie: 2801091.swf and this works perfectly fine. However when you enter the calendar, it loads the .xml file but it's always what's been cached.
1) Everything about the flash file can be revised if it's the newest version so dated .swf files aren't created every time there's an update?
2) A way to clear the .xml cache or refresh it every time the calendar is opened?
In a simplistic view, what I want to do is when the 'previous' or 'next' button is pressed, increase or decrease the page number by 1, which is easy enough, and start afresh...I though it should be a case of removing all the children from the scene and then executing the functions at the start of the script, after all the variables have been set.However, when I do this, I get the following error:
## [Tweener] Error: : [object preloaderMain_12] raised an error while executing the'onComplete'handler. ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
but later I want this onEnterFrame to stop functioning to conserve on processor resources.setInterval isn't too good of an option from the way I have things set up, so right now I just set it to a new function with a trace action which overwrites the old one.